varying vec3 texCoords, normal, light;
uniform sampler2D tex;
uniform vec4 baseColor;
uniform vec4 ranger;

void main(void){
    vec4 color = texture2D(tex,vec2(texCoords.x, texCoords.y));
    float lum  = 0.2126*color.x  + 0.7152*color.y + 0.0722 * color.z;
    vec4 color2 = (baseColor + lum * ranger);// * dot(normalize(normal), normalize(light));
    color2[3] = color[3];
gl_FragColor  = color2;	
}
